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Ok so I am curious on what everyone thinks about this: Running a Centaur Charger Cavalier with the ARG's Order of the Beast which as a Centaur Charger they apply themselves as their own natural mount, will these abilities: Wild Mount Shape and Mount Attack Bonus from a Challenge; apply to the Centaur?


Ok so I am curious on what everyone thinks about this: Running a Centaur Charger cavalier with the ARG's Order of the Beast which as a Centaur Charger is their own natural mount, is it possible for abilities like Wild Mount Shape and Mount Attack bonus from a Challenge to apply to the PC?


graystone wrote:
OmegaDMM wrote:
graystone wrote:
If you REALLY need one, assume that those without claws where forced to compensate by becoming more skilled to compete with those that have an easier time with raw combat strength. I think though that you are looking for something that isn't there. There is nothing innate to having claws that increases your Perception, Stealth and Survival. Where you are looking and seeing 'hunter' skills, I'm seeing 'scout' skills that aren't linked with someone's combat skills.
This is more of what I was looking for and this does make a greater deal of sense. I hate trade-offs that don't appear to have validation, but your last sentence helps me in that regard. Usually others say the same as you where I see "things" that are not there, basically I what it is is me trying to fill a void due to a lack of connecting information. This is why I posted here in the first place to get a more official or otherwise better information to fill this gap.
Cool, Glad it helped. You might have better luck with this kind of question in the advice section as that one is geared for the "fill a void"/"fill this gap" type questions. The normal reply in the rules question section is the facts, or the opposite of those gaps/void, as the rules don't care about the why but the how.

Understood. I honestly wasn't sure where to post originally so yeah that will help clear a few things up for me. Thank you.


graystone wrote:
If you REALLY need one, assume that those without claws where forced to compensate by becoming more skilled to compete with those that have an easier time with raw combat strength. I think though that you are looking for something that isn't there. There is nothing innate to having claws that increases your Perception, Stealth and Survival. Where you are looking and seeing 'hunter' skills, I'm seeing 'scout' skills that aren't linked with someone's combat skills.

This is more of what I was looking for and this does make a greater deal of sense. I hate trade-offs that don't appear to have validation, but your last sentence helps me in that regard. Usually others say the same as you where I see "things" that are not there, basically I what it is is me trying to fill a void due to a lack of connecting information. This is why I posted here in the first place to get a more official or otherwise better information to fill this gap.


I suppose the feat Catfolk Exemplar (Sharp Claws) does, from a mechanical point. Unfortunately this fails to further progress my original question.


Hmm...perhaps. Then again that reasoning from the stand point of their feral cousins doesn't hold weight. Sure Catfolk can be more human-like in their hunting ways and use ambushes and traps, but I would believe the more feral-like Catfolk are more likely to be the hunters in their tribes.

I wish I could say something positive here on what you said, sadly I just get more puzzled the more I dwell on it. I do however appreciate the response. There is a good chance that is probably how it was decided (without looking at the balancing part).


Ok so I am trying to understand why the choice was made (besides sounding like a numbers trade off) to replace Natural Hunter when choosing Cat Claws? I can kinda see from the benefit trade-up as getting the claws can save you a feat for certain builds that can use improved unarmed strike attacks as well as natural attacks in the same manner, but from my point of view it would be believed that those claws shouldn't affect Natural Hunter in any way (if anything probably help). How would this be logically validated?


Added in Classes Shadow Assassin and Wild Mage
Added in Monk Talent: Kaioken: Bumps Attack, damage, speed and defense with select-able multipliers with a heavy risk of use.
Linked file also includes Scarred Witch Doctor Pre-Errata as a separate file within it.


For those who are using Herolab with the Pathfinder Gaming System. I am offering a link to my HL file which all listed content is in it.
Link is : https://www.dropbox.com/s/w9gofeckc0...itions.hl?dl=0

Keep in mind none of this content will show up unless DMM Additions is checked enabled on the Sources Menu. Here is a list:
Feats:
1. Deft Defense = Adds INT to AC as Dodge bonus (General/Combat)
2. Force of Personality = Use CHA for Will saves instead of WIS (Upbringing)
3. Insightful Reflexes = Use INT in place of DEX for Reflex saves (General/Combat)
4. Steadfast Determination = Use CON in place of WIS for Will Saves (General/Combat)
5. Kung Fu Genius = Use Int in place of Wis for Monk AC bonus, Stunning Fist DC, and Ki Pool. (General/Combat)
6. Sun Devotion = Simple light channel feat from 3.5 (Domain)
7. Tactical Awareness = Use INT in place of WIS for Will Saves (General/Combat)
8. Powerful Build = Grants Powerful build as a upbringing feat with DM approval (Upbringing)
9. Two-Pistol Fighting, Improved, Greater for the Two-Pistol Slinger Archetype (Gunslinger level 1 required)
10. Toughness (Stackable). If you pick up toughness, then this feat will become available.
11. Energy Admixture = You can modify a spell that uses one type of energy to mix in an equal amount of another type of energy.
12. Energy Substitution = You can modify a spell that uses one type of energy to use another type of energy.

Classes:
1. Psionic Gunner = Prestige Class: Requiring 5 Levels in SoulKnife (with Soulbolt Archetype) and 5 levels in Gunslinger.
2. Stage Magician = Normal Class: Dex based caster with a touch of random magic casting. A cross between a Bard and Rogue.

Custom/Alternate Racial Traits
1. Powerful Build: added as Other Trait when using the Race Builder
2. Tiefling Flight: This racial trait adds flight 30ft 'average' in exchange for fiendish resistances and must have vestial wings.

Custom Class Ability
1. Animal Companion SR

Templates
1. Quarter-Dragon = Template for when PC is offspring of a Half-dragon
2. Half-Fey Creature = A nerfed version of the Fey creature template.
3. Death Knight Template = To be added when becoming a Death knight or starting as one. Apply if Death Knight is Undead; as there can be living Death Knights too.

Gear
1. Elemental Breast Plate = 3.5 based.
2. Mithril Full Plate = 3.5 ruled.
3. Greatblade of Ashicus = Weapon of Legacy item GreatSword
4. Taz's Tazer = WoL item Rapier
5. Quarry = WoL item Mammoth Lance
6. Ioun Stone of Stat (WIP) It is running without values so for now just use the adjustment tables when using this item. Price is set for a +20 stat bonus.
7. Redeemer = Holy Avenger Greatsword. (WIP)
8. Gem Destabilizer = Effective against Gems and other constructs listed.

Item Powers
1. Cunning from Weapons of Legacy (Constant)
2. Protection from Arrows from WoL (Constant)
3. Critical Threat Range Increase

Races:
1. Warforged: Decided to make the Warforged Race available with choose-able Physical and Mental stats. +2 Physical and -2 to two Mental stats. Will add in Alternate Racial Traits later on.
2. Gems: Based on the Steven Universe show. More selections will be added.
3. Half-Gems: Altered Oreads to fit with the design of the SU lore.

Classes:
1. Death Knight = Similar to Paladin/Antipaladin, ideas drawn from Super Genius Guide: Death Knight

Archetypes
1. Archivist = Int Cleric (WIP) Note: Added more knowledge skills as class skills. Merely for fit as opposed to 3.5 design.
2. Tinkerer = Additional archetype for those who take Construct Rider. Merely adds Trapfinding for the Alchemist class.
3. Warrior of the Dead = Alternative to the Warriors of the holy light archetype (Death Knight)
4. Two-Pistol Slinger = A two-weapon build archetype for the Gunslinger.

Traits
1. Goblin Business Degree = Use INT instead of CHA on Diplomacy checks involving haggling.
2. Goblin's Curiosity = Use INT instead of WIS on Perception checks.
3. Contested Rage = Basically a rewording of the Country Born Trait.

Spell Weapon
1. Animate Tattoo = May now be selected as a weapon from the normal weapons list. The Attack and Damage are calculated in. Reflex for disbelief has not been added yet. Set only high Int, Cha, and Wis.

Dragon Rider Class: Mounts added:
1. Dragon Steed, Black Shadow-Touched = A variant test mount. Both are more pure dragon like.
2. Dragon Steed, Blue Umbral = Made for Wrath of the Righteous with my story themed character.

Gems types added: (They also have counterparts for the Half-Gem race.)[Gems are Gen 1 unless specified]
Amethyst
Jasper
Rose Quartz
Diamond
Pearl
Ruby
Sapphire
Lapis Lazuli
Magnetite
Peridot - Gen 2
Bismuth

If any questions or revisions are requested I will attempted to address them here or via PM.


Just wanted to say thank you guys for the input. It has been very helpful.


Chess Pwn wrote:

If you lose your throw anything ability you lose the int to damage from throwing things, including bombs since it says, "This bonus damage is already included in the bomb class feature". So if you lose this, you lose the bonus damage on the bombs.

Brew potions has no effect on the rest of the class abilities. It lets you make potions. Extracts and mutagens aren't potions.

Ok thanks for the timely reply!


Ok so lost my post so if it didn't get posted here this is me redoing it.

My DM and I are confused about how to understand this situation: I made an Alchemist with the Construct Rider and the Internal Alchemist archetypes and with them they remove the feats Throw anything and brew potion.

Now since alot of the wording in the class refers to many things either being brewed, drinkable, or being referenced as a potion either directly or indirectly; Does that mean losing the Brew Potion feat will effectively shut down Extracts and Mutagens?

Does losing throw anything remove the damage bonus to bombs?

Although other players and I see it as Extracts, Mutagens, and Bombs are class features and are not affected in such ways the DM is concerned and believes they may be. Clarification on this matter would be most excellent. Thank you for taking the time to read this.